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Possible new custom set(s).

PostPosted: 12 Nov 2015, 15:59
by Xander9009
I'm considering making a set of custom cards. I've had a lot of cards sitting in my Magic Set Editor for awhile now, and I'm thinking of putting a bit of time into coding them. (I want to do something different from what I've been doing for months, now.)

This is meant to serve as a place for anyone who wants to opinionate to do so. Since these are custom, they won't ever end up in the CW, but I'll make sure they work alongside it.

There are currently 3 different groups of cards.
1: General - These cards don't have a specific theme, but are rather just a collection of cards that I thought of randomly. Many of these are cycles, but not all. A few custom mechanics, and many of them are a bit wordier than you'd find on official cards (I love interesting effects, and interesting effects often take a bit of explanation).

2: Sets - This is a set of cards based on previous sets. It's basically one massive cycle in which every set (main sets only) get a card that embodies that set's mechanics. I wasn't around for the earlier sets, so they may not have the same flavor as the set did when it was released. If anyone wants to point out these issues, feel free. My goals were to make the cards (overall) not strongly favor any given color over another and to make sure that each card uses all major themes and all major keyword abilities from the set it exemplifies.

3: Legion - Awhile back, I asked for help coding this ability, and RiiakShiNal and thefiremind helped out a lot. And then my computer crashed (or something, I don't remember specifically, just that I was sad that they'd been unexpectedly lost), and never had the motivation to re-code them. These are cards similar in feeling to slivers or allies. Allies are by far my favorite mechanic, and I wanted something that was similar, but had a different feel.

I'll explain them and give examples in the reverse order.

Re: Possible new custom set(s).

PostPosted: 12 Nov 2015, 16:00
by Xander9009
Legion was set up from the beginning to work like this: each mana combination from mono-colored to rainbow gets a single creature. Two lands and five instants/sorceries (one of each color) and 5 artifacts (CMC 1-5, all colorless). Then, within any given CMC, they were always created in cycles.

Legion is a keyword that represents two abilities. It appears like this - "Legion: flying". The first ability is the bonus: All permanents and spells you control, and all cards in your hand and graveyard have the ability following "Legion:". Each card with legion also has its own ability in all zones. So, the one mentioned always has flying, even in the graveyard. The second is the balance: At the beginning of your upkeep, for each color among permanents you control with Legion, you may pay one mana of that color. You pay one time, no matter how many permanents you control with legion, up to a maximum of WUBRG (artifacts must be paid for as well, but since any color will work for them, paying for any legion permanents will cover artifacts). Once you've chosen which colors of mana to pay, you sacrifice any permanents that do not have any of the colors of mana paid.

Example: You control a WU, a WB, and a BU permanent with legion. You can pay any combination of the three colors involved, so lets say you paid W. Since you paid W, you keep all white legion permanents and sacrifice the BU one. If you'd paid WU, you'd keep them all. If you have any artifacts, you sacrifice them unless you paid at least one mana of any color.

They're a bit confusing to begin with, but once you play with them, they're super simple.

Because power is tied directly to CMC, so is rarity.
1-2: Common
3: Uncommon
4: Rare
5: Mythic Rare
Land - Common
Legendary Land - Mythic Rare
Legion | Open
Artifacts
{1} - Book of Sight
Legion: Sunburst
Legion: "Remove a charge counter or a +1/+1 from this permanent: Add to your mana pool one mana of one of this permanent's colors."
(This may be changed from sunburst so all permanents use charge counters, preventing the creatures from becoming more powerful.)

{2} - Book of Body - Equipment
Living Weapon
Legion: "Sacrifice creature equipped with Book of Body: Attach Book of Body to this creature."
When Book of Body becomes equipped to a creature, regenerate that creature.
Equipped creature gets +0/+1.
Equip {X}.
When you activate Book of Body's equip ability, it may only equip a creature with converted mana cost X or less.
When Book of Body is not equipped to a creature, sacrifice it.
Remove a charge counter from Book of Body: Regenerate equipped creature.

{3} - Book of Mind
Legion: Morph {X} ( {X} is this permanent's converted mana cost.)
Legion: "When this permanent is turned face up, you may remove target creature from battle."
Remove a charge counter from Book of Mind: Turn target permanent you control with legion face-down.

{4} - Book of Substance
When Book of Substance enters the battlefield, put X Fade counters on each permanent with legion you control, where X is that permanent’s converted mana cost.
Legion: “Fading X (X is this permanent’s converted mana cost.)”
Legion: “When a permanent you control with fading leaves the battlefield, put X fade counters on this permanent, where X is that permanent’s converted mana cost.”
Remove a fade counter from a permanent you control: Put X fade counters on target permanent you don’t control, where X is that permanent’s converted mana cost. It gains fading.
Lands with fading lose fading and cannot have Fade counters.
Remove a charge counter from Book of Substance: Put X fade counters on target permanent with legion you control, where X is that permanent’s converted mana cost.
(I think this is the longest ability. It's also the most complicated. Basically, everything you control starts fading. You have the ability to put it off for awhile. In exchange, you get the ability to give all your opponents things fading as well.)

{5} - Book of Touch
Legion: “Modular X (X is this permanent’s converted mana cost.) and “{X} {1}: This permanent becomes a 1/1 artifact creature until end of turn, where X is this permanent’s converted mana cost.”
Remove a charge counter from Book of Touch: Put a 1/1 artifact creature token with “Legion: Absorb 1” onto the battlefield under your control.

Instants
{X} {W} - Life from Loss
Exile up to X target permanents with legion you control and/or permanents without legion you don’t control. Return those permanents to the battlefield under their owner’s control at the beginning of the next end step.
As long as Life from Loss is in your graveyard due to resolving or is on the stack, its legion ability is active.
Legion: “When this permanent leaves the battlefield, its controller gains X life.”

{X} {U} - Expel to Reject
Return up to X target creatures with legion you control and/or creatures without legion you don’t control to their owner’s hands.
As long as Expel to Reject is in your graveyard due to resolving or is on the stack, its legion ability is active.
Legion: “Put this permanent on the bottom of your library: Target player mills X cards.”

{X} {B} - Price of Death
Destroy target creature with legion you control or target creature without legion you don’t control with converted mana cost X or less.
As long as Price of Death is in your graveyard due to resolving or is on the stack, its legion ability is active.
Legion: “Sacrifice this permanent: Target creature gets -X/-X until end of turn and you lose X life.”

{X} {R} - Pain of Resistance
Deal up to X damage among any number of target creatures you don’t control and/or opponents.
As long as Pain of Resistance is in your graveyard due to resolving or is on the stack, its legion ability is active.
Legion: “ {X}: Exchange control of this permanent and another target permanent with converted mana cost X or less dealt damage by Pain of Resistance.”

{X} {G} - Strength to Stay
Distribute X +1/+1 counters among permanents you control with legion.
As long as Strength to Stay is in your graveyard due to resolving or is on the stack, its legion ability is active.
Legion: “Remove a +1/+1 counter from this permanent: Regenerate target permanent with legion you control with at least X +1/+1 counters on it.”
(I feel bad about the fact that this is probably the only balanced instant. I should work on that. Although, to be fair, it's really hard to pay large X costs with Legion creatures out.)

Lands
Training Ground
Legion: “ {X} {X}, Sacrifice this permanent: Search your library for up to X basic lands and/or lands with legion. Put one of those lands onto the battlefield tapped and the rest into your hand, then shuffle your library. (X is this spell’s converted mana cost.)”
Legion: “ {T}: Add to your mana pool an amount of mana equal to the number of permanents named Training Ground you control in any combination of this permanent’s colors. You lose 1 life for each mana produced this way beyond the first.”

Legendary - Pillars of Vealod
Legion: “Sacrifice this permanent: Permanents you control named Pillars of Vealod cannot be sacrificed this turn.”
{T}: Add to your mana pool one mana of any color among permanents you control with legion for each land with legion you control.
The first time you would lose life each turn, you gain that much life instead. Then, if you have 30 or more life, sacrifice Pillars of Vealod.

From here on they're all creatures. Each creature's PT is its CMC.

{W} - Angel - Herald of the Above
Legion: Vigilance
At the end of your upkeep, if you paid {W} {U} {B} {R} {G} for legion abilities this turn, Herald of the Above's power and toughness become 3/3 and has "Legion: Lifelink". Otherwise, its power and toughness become 1/1 and it loses "Legion: Lifelink".

{U} - Merfolk - Crier of the Depths
Legion: Flash
At the end of your upkeep, if you paid {W} {U} {B} {R} {G} for legion abilities this turn, Crier of the Depths’s power and toughness become 3/3 and has “Legion: Flying.” Otherwise, its power and toughness become 1/1 and it loses “Legion: Flying.”

{B} - Demon - Harbinger of the Below
Legion: Deathtouch
At the end of your upkeep, if you paid {W} {U} {B} {R} {G} for legion abilities this turn, Harbinger of the Below’s power and toughness become 3/3 and has “Legion: Pay 3 life: Regenerate this permanent.” Otherwise, its power and toughness become 1/1 and it loses “Legion: Pay 3 life: Regenerate this permanent.”

{R} - Goblin - Outrider of the Deep Caves
Legion: Haste
At the end of your upkeep, if you paid {W} {U} {B} {R} {G} for legion abilities this turn, Herald of the Above’s power and toughness become 3/3 and has “Legion: Intimidate.” Otherwise, its power and toughness become 1/1 and it loses “Legion: Intimidate.”

{G} - Elf - Forerunner of the Deep Woods
Legion: Reach
At the end of your upkeep, if you paid {W} {U} {B} {R} {G} for legion abilities this turn, Forerunner of the Deep Woods’s power and toughness become 3/3 and has “Legion: Trample.” Otherwise, its power and toughness become 1/1 and it loses “Legion: Trample.”

So, the monocolored creatures are all the same, basically. they're normally 1/1's with a single in-color legion ability. When you control all five colors of legion creatures and as long as you continue to pay the full cost (in many situations, you can opt to only pay most of it), they're 3/3 with a second, more powerful in-color legion ability.

Dual-colored creatures are based on the Ravnica abilities. Each one has 2 (at least effectively two, in the case of Orzhov).

{W} {U} - Human - Delegate of the Azorius Senate
Legion: “Forecast — {X} {X}, Reveal this card from your hand: Put into play X 1/1 creature tokens of a chosen creature type and color. You must control a permanent of the chosen creature type and a permanent of the chosen color. ( {X} is this permanent’s converted mana cost.)
Legion: “As this spell resolves, detain target nonland permanent an opponent controls.”

{W} {B} - Spirit - Representative of the Orzhov Syndicate
Legion: Extort
Legion: Haunt (You may choose not to put this spell’s haunt ability on the stack.)
Legion: “When the creature this spell haunts dies, you gain life equal to its converted mana cost.”

{W} {R} - Soldier - Bearer of the Boros Legion
Legion: “Radiance — {X}: Untap this creature and each other creature that shares a color with it. Each of those creatures gets +1/+1 until end of turn. ( {X} is this spell’s converted mana cost.)
Legion: “Battalion — Whenever this creature and at least two other creatures attack, this creature deals 1 damage to target creature and you gain 1 life.”

{W} {G} - Centaur Shaman - Ambassador of the Selesnya Conclave
Legion: Convoke
Legion: “As this spell resolves, populate.”
{X} {X}: Put a token onto the battlefield that’s a copy of target creature with legion you control and converted mana cost X or less.

{U} {B} - Faerie - Agent of House Dimir
Legion: Transmute {X} {1} (X is this card’s converted mana cost.)
Legion: Cipher (Cipher has no effect unless the spell is an instant or sorcery.)

{U} {R} - Weird Elemental Wizard - Courier of the Izzet League
Legion: Replicate {X} ( {X} is this spell’s converted mana cost.)
Legion: Overload {X} {X} ( {X} is this spell’s converted mana cost.)
{Due to how the instants actually work, this card never has any real effect. It needs completely redone. Not sure how, since Izzet's only unique things are replicate and overload...)

{U} {G} - Mutant - Consul of the Simic Combine
Legion: Graft X (X is this permanent’s converted mana cost.)
Legion: Evolve
Whenever you cast a creature spell with Graft, that creature becomes 0/0.

{B} {R} - Minotaur - Factotum of the Cult of Rakdos
Legion: “Hellbent — If you have no cards in hand, this permanent gets ‘Remove a +1/+1 counter from this permanent: This permanent deals 1 damage to target creature and 1 damage to that creature’s controller.’”
Legion: Unleash

{B} {G} - Gorgon - Intermediary of the Golgari Swarm
Legion: Dredge X (X is this spell’s converted mana cost.)
Legion: Scavenge {X} ( {X} is this spell’s converted mana cost.)

{R} {G} - Cyclops Berserker - Advocate of the Gruul Clans
Legion: Bloodthirst X (X is this spell’s converted mana cost.)
Legion: “Bloodrush — Pay half this creature’s cost rounded down, discard this card: Target attacking creature gets +X/+Y until end of turn, where X and Y are this creature’s power and toughness.”

Tri-colored creatures are based on the Khans of Tarkir and Shards of Alara factions. Each has 2 or 3 legion abilities (based on balance compared to other 3-color legion creatures): one normal one and one which costs 6 and tap which allows you to choose between three effects based on the faction's charm.

{W} {U} {B} - Sphinx - Counsellor of Esper
Legion: “ {3}, {T}: Put a 1/1 colorless Myr artifact creature token onto the battlefield.”
Legion: “ {6}, {T}: Choose one —
• Destroy target enchantment.
• Draw two cards.
• Target player discards two cards.”

{W} {U} {R} - Djinn - Captain of the Jeskai Way
Legion: Prowess
Legion: “Whenever this creature’s prowess ability resolves, if the spell that triggered it is white, this creature gains lifelink until end of turn. The same is true for blue and flying, black and deathtouch, red and haste, green and trample, and colorless and sunburst.”
Legion: “ {6}, {T}: Choose one —
• Put target creature on top of its owner’s library.
• This permanent deals 4 damage to target opponent.
• Creatures you control get +1/+1 and gain lifelink until end of turn.”
(I don't remember how the sunburst was supposed to work, but it isn't going to do anything as-is.)

{W} {U} {G} - Rhino - Superior of Bant
Legion: Exalted
Legion: “ {6}, {T}: Choose one —
• Destroy target artifact.
• Put target creature on the bottom of its owner’s library.
• Counter target instant spell.”

{W} {B} {R} - Orc - Chief of the Mardu Horde
Legion: “Raid — When this creature enters the battlefield, if you attacked with a creature this turn, put a 1/1 colorless artifact creature token with ‘Legion: “1: Sacrifice this creature”’ and ‘Legion: “When you sacrifice this creature, it deals 1 damage to target blocking creature. When that creature dies this turn, you gain 1 life.”’”
Legion: “{6}, {T}: Choose one —
• This permanent deals 4 damage to target creature.
• Put two 1/1 white Warrior creature tokens onto the battlefield. They gain first strike until end of turn.
• Target opponent reveals his or her hand. You choose a noncreature, nonland card from it. That player discards that card.”

{W} {B} {G} - Aven - Head of the Abzan Houses
Legion: “Outlast {X} {X}, {T} ( {X} is this creature’s converted mana cost.)
Legion: “Whenever you activate this creature’s outlast ability, put a creature token onto the battlefield with this creature’s power, toughness, types, and colors.”
Legion: “ {6}, {T}: Choose one —
Exile target creature with power 3 or greater.
• You draw 2 cards and you lose 2 life.
• Distribute two +1/+1 counters among one or two target creatures.”

{W} {R} {G} - Cat Soldier - Officer of Naya
Legion: “ {1}, {T}: Target creature with power 5 or greater gets +2/+0, trample, and lifelink until end of turn.”
Legion: “ {6}, {T}: Choose one —
• This permanent deals 3 damage to target creature.
• Return target card from a graveyard to its owner’s hand.
• Tap all creatures target player controls.”

{U} {B} {R} - Necromancer - Mistriss of Grixis
Legion: Unearth {X} {X} ( {X} is this card’s converted mana cost.)
Legion: “ {6}, {T}: Choose one —
• Return target permanent to its owner’s hand.
• Target creature gets -4/-4 until end of turn.
• Creatures you control get +2/+0 until end of turn.”

{U} {B} {G} - Naga - Tyrant of the Sultai Brood
Legion: Delve
Legion: “When you cast this spell, you may reduce its cost by up to {W} {U} {B} {R} {G}. For each cost reduction, increase its cost by 1. You lose 1 life for each 1 mana in this card’s mana cost paid with mana.”
Legion: “ {6}, {T}: Choose one —
• Destroy target monocolored creature.
• Destroy target artifact or enchantment.
• Draw two cards, then discard a card.”

{U} {R} {G} - Hound - Pioneer of the Temur Frontier
Legion: “Ferocious — If you control a creature with power 4 or greater when you cast this spell, you may copy it. If this spell has targets, you may choose new targets for the copy.”
Legion: " {6}, {T}: Choose one —
• Target creature you control gets +1/+1 until end of turn. That creature fights target creature you don’t control.
• Counter target spell unless its controller pays 3.
• Creatures with power 3 or less can’t block this turn."

{B} {R} {G} - Viashino - Commander of Jund
Legion: Devour 1
Legion: " {6}, {T}: Choose one —
Exile all cards from target player’s graveyard.
• This permanent deals 2 damage to each creature.
• Put two +1/+1 counters on target creature."

The four-color creatures are based on the [url=http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&subtype=+[%22Nephilim%22]]nephilim creatures[/url]. They're all the same, being 4/4 Nephilim that grant protection from [color] sources you don't control. They also have flavortext reminiscent of the original Nephilim.

{W} {U} {B} {R} - Essence-Crusher Nephilim
Legion: Protection from green sources you don’t control

{W} {U} {B} {G} - Passion-Whelmer Nephilim
Legion: Protection from red sources you don’t control

{W} {U} {R} {G} - Terror-Queller Nephilim
Legion: Protection from black sources you don’t control

{W} {B} {R} {G} - Thought-Wrecker Nephilim
Legion: Protection from blue sources you don’t control

{U} {B} {R} {G} - Dawn's-Death Nephilim
Legion: Protection from white sources you don't control

And of course, there's a rainbow legion creature
{W} {U} {B} {R} {G} - Avatar - Aspect of the Quintessential
Legion: Cascade
Legion: "This creature gets +2/+2."
Sacrifice Aspect of the Quintessential: Choose a white card in your graveyard with legion not named Aspect of the Quinessential. If that card is a permanent, put it onto the battlefield under your control. Otherwise, put it into your hand. Repeat this for blue, black, red, green, and colorless cards.

Re: Possible new custom set(s).

PostPosted: 12 Nov 2015, 17:52
by Xander9009
Set of sets. These have a few rules I was following. Unlike Legion, this set isn't complete. There isn't currently a card for each set, but it's got quite a few done. It's also missing all of the images, and nothing has flavortext (unlike legion, for which all cards have images and all cards that are going to have flavortext do). Some of the rules I was following was to make sure that each color of mana appears on the card, all non-planeswalker permanents are legendary, all creatures are Avatars (rarely in addition to other creature types).

Obviuosly, given that some of the sets already have cards with their names (Conflux, Time Spiral, Planar Chaos, Morningtide), the names will be changed. These cards are unlikely to be coded. Many of the abilities are simply too complicated. I'll list them anyway.

Sets | Open
Avacyn Restored - {3} {B} {R} {G} - Legendary Creature - Avatar - 3/4
Soulbond
As long as Avacyn Restored is paired with another creature, both creatures get +3/+0 and have first strike.
As long as Avacyn Restored is the only creature you control, it gets +0/+3, has vigilance, and can block up to two additional creatures.
Undying
Miracle {1} {W} {U}

Born of the Gods - {2} {W} {U} {B} - Legendary Enchantment Creature - Avatar - 2/2
Inspired — Whenever Born of the Gods or enchanted creature becomes untapped, scry 2.
Tribute 4
When Born of the Gods enters the battlefield, if tribute wasn’t paid, return up to two target permanents to their owners’ hands, then put 2 +1/+1 counters on enchanted creature.
Heroic — Whenever you cast a spell that targets Born of the Gods or enchanted creature, you may search your library for a card with “Archetype” in its name with converted mana cost X or less, where X is your devotion to each of its colors. Then shuffle your library and put that card on top of it.
Bestow {3} {R} {G}
Enchanted creature gets +2/+2.
(So, you can search for Archetype of Courage if you devotion to white is 3 or more or Archetype of Endurance if your devotion to green is 8 or more.)

Conflux - {3} - Legendary Artifact Creature - Avatar - 3/3
Up to three mana spent to cast Conflux must be a different color.
Conflux is all colors.
{W} {U} {B}: Put a white, blue, and black Golem artifact creature token onto the battlefield under your control with power and toughness X.
{U} {B} {R}: Target permanent card in your graveyard gains Unearth. Its unearth cost is equal to its mana cost minus X.
{B} {R} {G}: Target creature spell gains Devour X.
{R} {G} {W}: Target creature’s power becomes 5. This effect lasts X turns.
{G} {W} {U}: Target permanent gains exalted. This effect lasts X turns.
Domain — For the effects of these abilities, X is the number of basic land types among lands you control.

Dark Ascension - {3} {W} {U} - Legendary Enchantment - Curse
Enchant Player
Creatures your opponents control have undying.
Fateful Hour — As long as you have 5 or less life, cards in your opponents’ graveyards have Flashback. Each card’s flashback cost is equal to its mana cost plus {B}.
When Dark Ascension enters the battlefield, if a creature died this turn, each opponent may pay {R} and/or {G}. Dark Ascension deals 1 damage to you for each player that paid {R}. Each player that paid {G} may transform target permanent he or she controls.

Dragons of Tarkir - {W} {W} {B} {B} - Legendary Creature - Avatar - 3/3
When Dragons of Tarkir enters the battlefield, bolster 1.
Exploit
When Dragons of Tarkir exploits a creature, the next spell you cast this turn has rebound.
Formidable{U} {U}: Return Dragons of Tarkir to its owner’s hand. Activate this ability only if creatures you control have total power 8 or greater.
Dash {3} {R}
Megamorph {3} {G}

Dragons//Maze - Instant
Fuze

Dragons - {G} {W}
Populate
If you control a gate, detain target nonland permanent you don’t control.
Multicolored creature cards in your graveyard gain scavenge. Each card’s scavenge cost is equal to its mana cost minus up to 3. Multicolored creature spells you cast this turn have unleash.
Overload {R} {G} {G} {W} {W}

Maze - {U} {B}
Until end of turn, permanents you control have extort and multicolored creature spells in your hand gain “Bloodrush — Pay this cards mana cost minus up to 3, discard this card: Target attacking creature gets +X/+Y until end of turn, where X is this creatures power and Y is this creature’s toughness.”
If you control a gate, until end of turn, instant and sorcery spells you cast have cipher.
Target multicolored creature you control gains “Battalion — Whenever this creature attacks, put a 0/1 blue and green mutant creature token with evolve onto the battlefield under you control.”

Eventide - {2/W} {2/U} {2/B} {2/R} {2/G} - Legendary Creature - Avatar - 3/7
Wither, persist
Chroma — {Untap}: Choose a color at random. If white is chosen, gain X life. If blue is chosen, draw up to X cards. If black is chosen, target opponent loses X life. If red is chosen, Eventide deals X damage divided as you choose among any number of target creatures. If green is chosen, distribute X +1/+1 counters among any number of target creatures. X is the number of mana symbols of the chosen color that appear on up to five chosen permanents you control, on up to five chosen cards in your graveyard, the top five cards in your library, or up to five cards in your hand you choose to reveal. Put any revealed cards from your library on the bottom of your library in any order. (You may choose which zone/cards to reveal/choose after you have randomly chosen the color.)

Fate Reforged - {6} {G} {W} {U} - Legendary Enchantment
Delve
When Fate Reforged enters the battlefield, choose one —
• Bolster 3
• Manifest the top card of your library.
Ferocious — As long as you control a creature with power 4 or greater, creatures you control have prowess.
Dash {3} {R} {B}
If you play Fate Reforged for its dash cost, it is a 1/1 Avatar creature in addition to its other types.

Future Sight - {4} {W} {U} {B} {R} {G}
Delve, avatarcycling
Absorb 4, creature swap {4}, frenzy 4, transfigure 4
If Future Sight would leave the battlefield, exile it instead. You may pay {4}. If you do, put it onto the battlefield under your control. It’s a colorless artifact fortification with fortify {4} and “Whenever fortified land is tapped for mana, fateseal 4.”
Grandeur — Discard another card named Future Sight: The next instant or sorcery you cast has gravestorm.

Gatecrash - {G/U} {W/B} {R/W} - Legendary Creature - Avatar - 1/1
Extort, evolve
Whenever you cast an instant or sorcery spell, you may pay {U/B} {U/B}. If you do, that spell gains cipher.
Battalion — Whenever Gatecrash and at least two other creatures attack, you may pay {R/W}. If you do, untap up to four target gates you control.
Whenever Gatecrash evolves, you may pay {G/U}. If you do, put a +1/+1 counter on it.
Bloodrush{1} {R/G} {R/G}, Discard Gatecrash: Target attacking creature gets +X/+X and has extort and evolve until end of turn, where X is Gatecrash’s power. Then, if at least two other creatures are attacking, you may pay {R/W}. If you do, untap up to four target gates you control. Until end of turn, whenever that creature evolves you may pay {G/U}. If you do, put a +1/+1 counter on it.

Innistrad//Night on Innistrad - {3} {W} {U} - Legendary Enchantment - Aura
Innistrad
Enchant Player
Creatures enchanted player controls get +2/+2 and have vigilance.
Morbid — When Innistrad enters the battlefield, if a creature died this turn, you may pay {R} {G}. If you do, target creature fights another target creature.
At the beginning of each upkeep, if no spells were cast last turn, you may attach Innistrad to target player. Then, transform Innistrad.
Flashback {4} {B} {B}
If Innistrad would be exiled from the stack, put it onto the battlefield transformed, instead.

Night on Innistrad
Enchant player
Creatures enchanted player controls get -2/-2 and attack each turn if able.
Whenever a creature enchanted player controls dies, you may return that creature to the battlefield under you control. If you do, that creature is a black zombie avatar in addition to its other colors and types.
At the beginning of each upkeep, if two or more spells were cast last turn, transform Night on Innistrad. Then, you may attach Night on Innistrad to target player.

Journey into Nyx - {3} {B} {G} - Legendary Enchantment Creature - Avatar - 3/3
Strive Constellation — Whenever Journey into Nyx or another enchantment enters the battlefield under your control, you may tap or untap any number of target permanents. This ability costs {1} {W} for each target beyond the first.
Heroic — Whenever you cast a spell that targets Journey into Nyx or enchanted creature, scry 2.
{4} {R} {G}: Monstrosity 4.
When Journey into Nyx or enchanted creature becomes monstrous, if your devotion to white and blue is more than five, you may search each player’s library for an enchantment creature and put those cards onto the battlefield under you control.
Bestow {3} {U} {R}
Enchanted creature gets +3/+3 and has “{4} {R} {G}: Monstrosity 4.”

Khans of Tarkir - {6} {B} {R} - Legendary Creature - Avatar - 6/6
Ferocious — As long as you control a creature with power 4 or greater, Khans of Tarkir has delve.
Raid — As Khans of Tarkir enters the battlefield or is turned face up, if you attacked with a creature this turn choose one —
• Until end of turn, creatures you control have “Outlast {W}”.
• Until end of turn, creatures you control have prowess.
Morph {2} {G} {U}

Lorwyn - {W} {B} - Planeswalker - Lorwyn - 2
Champion a planeswalker
+0: Clash with an opponent. If you win, put 3 loyalty counters on Lorwyn. Until end of turn, you may pay {G} {U}. If you do, put a loyalty counter on Lorwyn.
-2: Target land in your hand gains hideaway and “ {2}, {T}: You may play the exiled card without paying its mana cost if you control creatures with five or more total creature types.”
-10: Cards with evoke you cast have “When this permanent is sacrificed, its owner may pay {R}. If he or she does, return it to the battlefield under his or her control.”

Mirrodin Besieged - {4} - Legendary Artifact - Equipment
Living Weapon
Enchanted creature gets +1/+1.
Battle Cry — Whenever enchanted creature attacks, if defending player is poisoned, proliferate.
Metalcraft — As long as you control three or more artifacts, equipped creature gets +1/+1 and has infect.
Equip {3}

Morningtide - {3} {W} {B} - Legendary Creature - Rogue Shaman Avatar - ?/?
Prowl {U} {R}
Reinforce 4— {1} {G}
KinshipSacrifice a permanent that shares a creature type with Morningtide or discard a card from your hand than shares a creature type with Morningtide: Return Morningtide from your graveyard to your hand.

New Phyrexia - {P/W} {P/U} {P/B} {P/R} {P/G} - Legendary Artifact - Equipment
Living Weapon
Equipped creature gets +1/+1 and has infect and is an Avatar Golem in addition to its other types.
Whenever a Golem you control deals combat damage to a poisoned player, proliferate.
Metalcraft — Equip {P/1} {P/1}
Equip {P/W} {P/U} {P/B} {P/R} {P/G}
({P/W} is white phyrexian mana.)

Planar Chaos - {W} {U} {B} {R} {G} - Legendary Creature - Avatar - 9/1
Vanishing 4
When you sacrifice Planar Chaos, put 2 time counters on target nonland permanent an opponent controls. If it doesn’t have vanishing, it gains vanishing. That permanent has “when you sacrifice this permanent, put a time counters on target nonland permanent you control. If it doesn’t have vanishing, it gains vanishing and this ability.”
Planar Chaos gets -1/+1 for each time counter on it.

Return to Ravnica - {B/R} {B/R} {U/R} {B/G} - Legendary Creature - Avatar - 4/4
Unleash
As long as you control a gate and Return to Ravnica is on the battlefield, it loses unleash.
{G/W} {G/W}: Populate
{W/U} {W/U}: Detain target nonland permanent.
{U/R}: When target spell cast for its overload cost resolves, exile it instead of putting it into its owner’s graveyard. As long as that card is exiled, you may cast it. If you do, replace each instance of the word “target” with “each” in that spell’s effect.
Scavenge {B} {G}

Rise of the Eldrazi - {3} - Legendary Creature - Eldrazi Avatar - 2/3
Level up {2}
Level 2-4: Instant and sorcery spells you cast have rebound. Auras you control enchanting permanents you control have Totem Armor. 4/6
Level 5: Annihilator 3 8/9

Scars of Mirrodin - {4} - Legendary Artifact - Equipment
Scars of Mirrodin enters the battlefield with 2 charge counters on it.
Imprint — When Scars of Mirrodin enters the battlefield, exile a Myr you control.
Equipped creature has Infect.
Metalcraft — As long as you control three or more artifacts, equipped creature has “whenever this creature deals combat damage to an opponent, if you exiled a creature, proliferate.
Equip Remove a charge counter from Scars of Mirrodin

Shadowmoor - {2/B} {2/B} {2/R} {2/R} {B/R} {B/R} - Legendary Creature - Avatar - 5/5
Conspire, persist, wither
{2/W} {2/U} {2/G} {W/U} {G/W} {G/U}, {Untap}: For each creature you control, put X +1/+1 counters on that creature where X is twice the number of -1/-1 counters on it.
{2/W} {2/U} {2/G} {W/U} {G/W} {G/U}, {T}: For each creature your opponents control, put X +1/+1 counters on that creature where X is twice the number of -1/-1 counters on it.
(I don't remember the second ability being intended to help your opponents. I'm guessing it was supposed to be reversed, but that's possibly overpowered.)

Shards of Alara - {W} {U} {B} - Legendary Artifact Creature - Avatar - 3/4
Creatures you control with power 5 or greater have exalted.
Unearth {B} {R}
Devour 2
If Shards of Alara would exile itself, you may pay {W} {U} {B} instead.
(This one is missing {G}.)

Theros - {U} {R} - Legendary Enchantment Creature - Avatar - 2/3
Heroic — Whenever you cast a spell that targets Theros or enchanted creature, scry 3.
{3} {G} {G}: Monstrosity 3
Whenever Theros or enchanted creature becomes monstrous, you may search your library for a god card with converted mana cost X or less, where X is your devotion to each of that card’s colors, and put that card onto the battlefield under your control. Then, shuffle your library.
Bestow {W} {B}
Enchanted creature gets +2/+3 and has “ {3} {G} {G}: Monstrosity 3.”

Time Spiral - Legendary Creature - Avatar - 6/7 (No mana cost ala Restore Balance)
Time Spiral is white and blue.
Flash, split second
Suspend 3— {W} {U}
When you cast Time Spiral from exile, you may pay {B} {G}. If you do, the next spell you cast has buyback. Its buyback cost is {R} plus half its converted mana cost rounded up.
If Time Spiral would leave the battlefield, you may pay {W} {U}. If you do, exile it with 3 time counters on it instead.

Worldwake - {U} {R} {G} - Legendary Creature - Avatar - ?/?
Multikicker {W} {B}
Up to X target lands become 2/5 blue, red, and green Elemental creatures that are still lands, where X is the number of times Worldwake was kicked.
Creature lands you control have “Landfall — Whenever a land enters the battlefield under you control, you may put a +1/+1 counter on this creature.”

Zendikar - {B} {R} - Instant - Trap
Kicker {G} {U}
Creatures you control gain intimidate until end of turn.
If Zendikar was kicked, search your library for a basic land card and put it onto the battlefield under your control.
Landfall — If you had a land enter the battlefield under your control this turn, you may pay {W}. If you do, until end of turn, each creature you controls has “Whenever a creature enters the battlefield under your control that shares a creature type with this creature, put a +1/+1 counter on this creature.”

Re: Possible new custom set(s).

PostPosted: 12 Nov 2015, 19:02
by fallenangle
I like a lot of your ideas, and the possibility of having new, complex and intriguing cards to work with is exciting. I hope you will definitely continue with your projects and will release them when you have the time and motivation so that the rest of us can admire your work.

Re: Possible new custom set(s).

PostPosted: 28 Nov 2015, 08:33
by Xander9009
Hey RiiakShiNal. I've got an odd problem and I'm hoping you might have an idea what's wrong. When I use your characteristics function to create a manager token "_MANAGER_LEGION" (filename and cardname are identical, I've checked), it creates multiple copies per player. Specifically, one per card that tries to create one, even though the fact that the player already has one should stop any more from being made. Strangely enough, when I added the line "MTG():MessageAllPlayers("Creating manager: "..sToken)" above the line in the LOL file that creates the tokens, it behaves properly. Seems like a very strange issue. Almost like it's not properly retrieving the CARDNAME value. It appears properly registered to me, so I'm not sure why it's doing that.

This isn't urgent; I found a workaround be setting a PlayerDataChest int to 1 upon the first one triggering and requiring that int to be 0 in order to trigger. It's just not something I've ever seen before...

Re: Possible new custom set(s).

PostPosted: 28 Nov 2015, 16:20
by RiiakShiNal
That is odd, maybe there is a problem in the filter getting the card count for the manager. Can you post a copy of the code and manager that reproduces the problem?

Re: Possible new custom set(s).

PostPosted: 28 Nov 2015, 19:38
by Xander9009
Sorry, I intended to add the code to that last post, but I was 3 A.M. and I blanked.

Don't spend too much time on this, though. It was never consistent to begin with, and I just tested it 3 or 4 times and couldn't reproduce it again. Either it's fixed and it was just my computer acting strange or the code I 'reverted' to is very slightly different from what it was... (The code i originally used was copied from your wiki, though, so that's not it.) If it crops up again, I'll post the code at that point. For now though, it's working without the workaround.

Manager | Open
Code: Select all
<?xml version="1.0"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="_MANAGER_LEGION" />
   <CARDNAME text="_MANAGER_LEGION" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[LEGION MANAGER]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="fr-FR"><![CDATA[LEGION MANAGER]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="es-ES"><![CDATA[LEGION MANAGER]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="de-DE"><![CDATA[LEGION MANAGER]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="it-IT"><![CDATA[LEGION MANAGER]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="jp-JA"><![CDATA[LEGION MANAGER]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ko-KR"><![CDATA[LEGION MANAGER]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="ru-RU"><![CDATA[LEGION MANAGER]]></LOCALISED_TEXT>
      <LOCALISED_TEXT LanguageCode="pt-BR"><![CDATA[LEGION MANAGER]]></LOCALISED_TEXT>
   </TITLE>
   <ARTID value="0" />
   <ARTIST name="None" />
   <CASTING_COST cost="" />
   <EXPANSION value="MANAGER_TOKENS" />
   <RARITY metaname="T" />
   <!-- Shroud so it can't be targeted. -->
   <STATIC_ABILITY>
      <INTRINSIC characteristic="CHARACTERISTIC_SHROUD" />
   </STATIC_ABILITY>
   <!-- Indestructible so it can't be destroyed. -->
   <STATIC_ABILITY>
      <INTRINSIC characteristic="CHARACTERISTIC_INDESTRUCTIBLE" />
   </STATIC_ABILITY>
   <!-- Protection from everything to prevent unwanted removal. -->
   <STATIC_ABILITY>
      <CONTINUOUS_ACTION layer="0">
         if (EffectSource() ~= nil) then
            local oFilter = ClearFilter()
            local oSubfilter = oFilter:AddSubFilter_Or()
            oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ARTIFACT )
            oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_CREATURE )
            oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_ENCHANTMENT )
            oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_INSTANT )
            oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_LAND )
            oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PHENOMENON )
            oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PLANE )
            oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_PLANESWALKER )
            oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_SCHEME )
            oSubfilter:Add( FE_TYPE, OP_IS, CARD_TYPE_SORCERY )
            EffectSource():Protection()
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <!-- Now we have extra abilities for those characteristics which are built into this manager. -->
   <!-- In other words these are the functions that make the custom characteristics actually do something. -->
   
   <!-- The Legion manager must handle payment of Legion upkeep cost. -->
   <TRIGGERED_ABILITY>
      <TRIGGER value="BEGINNING_OF_PLAYERS_STEP" simple_qualifier="controller">
         if MTG():GetStep() == STEP_UPKEEP then
            local filter = ClearFilter()
            filter:Add(FE_CONTROLLER, OP_IS, EffectController())
            filter:Add(FE_LUA_CONDITION, 1, EffectController(), EffectDC())
            if filter:CountStopAt(1) == 1 then
               return true
            else
               EffectController():PlayerDataChest():Set_Int(X99_LEGION_COST_PAID, 0)
            end
         end
         return false
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         local filter = ClearFilter()
         filter:Add(FE_CONTROLLER, OP_IS, EffectController())
         filter:Add(FE_LUA_CONDITION, 1, EffectController(), EffectDC())
         local Count = filter:EvaluateObjects()
         local W = 0
         local U = 0
         local B = 0
         local R = 0
         local G = 0
         local C = 0
         for i=0,Count-1 do
            local Card = filter:GetNthEvaluatedObject(i)
            if Card ~= nil then
               if Card:GetColour():GetNumColours() == 0 then
                  C = 1
               else
                  if W == 0 and Card:GetColour():Test(COLOUR_WHITE) then
                     W = 1
                  end
                  if U == 0 and Card:GetColour():Test(COLOUR_BLUE) then
                     U = 1
                  end
                  if B == 0 and Card:GetColour():Test(COLOUR_BLACK) then
                     B = 1
                  end
                  if R == 0 and Card:GetColour():Test(COLOUR_RED) then
                     R = 1
                  end
                  if G == 0 and Card:GetColour():Test(COLOUR_GREEN) then
                     G = 1
                  end
               end
            end
         end
         local CostChest = EffectDC():Make_Chest(1)
         CostChest:Set_Int(0, C)
         CostChest:Set_Int(1, W)
         CostChest:Set_Int(2, U)
         CostChest:Set_Int(3, B)
         CostChest:Set_Int(4, R)
         CostChest:Set_Int(5, G)
         EffectDC():Make_Chest(2)
         EffectController():PlayerDataChest():Set_Int(X99_LEGION_COST_PAID, 0)
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION repeating="1">
         local Reps = MTG():GetActionRepCount()
         local Parity = Reps%2
         local Index = math.floor(Reps/2) + 1
         if Index == 6 then
            Index = 0
         end
         local Colours = {"Colorless", "White", "Blue", "Black", "Red", "Green"}
         local Colour = Colours[Index+1]
         local CostString = CW_IMM(Index)
         if Parity == 0 and EffectDC():Get_Chest(1):Get_Int(Index) == 1 and EffectController():CanPayManaCost(CostString) and (Index ~= 0 or EffectDC():Get_Chest(1):Get_Int(0) == 1) then
            EffectController():BeginNewMultipleChoice()
               EffectController():AddMultipleChoiceAnswer("Pay Cost: "..CostString)
               EffectController():AddMultipleChoiceAnswer("Don't Pay Cost")
            EffectController():AskMultipleChoiceQuestion("Legion: Pay "..CostString.." or sacrifice all "..Colour.." permanents for which you do not pay another of their colors.")
         elseif EffectDC():Get_Chest(1):Get_Int(Index) == 1 and EffectController():CanPayManaCost(CostString) and EffectController():GetMultipleChoiceResult() == 0 then
            EffectController():PayManaCost(CostString)
            EffectController():PlayerDataChest():Int_Inc(X99_LEGION_COST_PAID)
            EffectDC():Get_Chest(2):Set_Int(Index, 1)
            EffectDC():Get_Chest(2):Set_Int(0, 1)
            EffectDC():Get_Chest(1):Set_Int(0, 0)
         end
         return Reps &lt;= 10
      </RESOLUTION_TIME_ACTION>
      <RESOLUTION_TIME_ACTION>
         local PaymentChest = EffectDC():Get_Chest(2)
         local filter = ClearFilter()
         filter:Add(FE_CONTROLLER, OP_IS, EffectController())
         filter:Add(FE_LUA_CONDITION, 1, EffectController(), EffectDC())
         for i=0,5 do
            if PaymentChest:Get_Int(i) == 1 then
               filter:Add(FE_NUM_COLOURS, OP_NOT, 0)
               filter:Add(FE_COLOUR, OP_NOT, i)
            end
         end
         local Count = filter:EvaluateObjects()
         for i=0,Count-1 do
            local Card = filter:GetNthEvaluatedObject(i)
            if Card ~= nil then
               EffectController():Sacrifice(Card)
            end
         end
      </RESOLUTION_TIME_ACTION>
      <FILTER_CONDITION id="1">
         return X99_HasLegion(FilteredCard())
      </FILTER_CONDITION>
   </TRIGGERED_ABILITY>
</CARD_V2>
White Creature | Open
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<CARD_V2 ExportVersion="1">
   <FILENAME text="HERALD_OF_THE_ABOVE_X99" />
   <CARDNAME text="HERALD_OF_THE_ABOVE" />
   <TITLE>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Herald of the Above]]></LOCALISED_TEXT>
   </TITLE>
   <MULTIVERSEID value="9080013" />
   <ARTID value="HERALD_OF_THE_ABOVE_X99" />
   <ARTIST name="" />
   <CASTING_COST cost="{W}" />
   <TYPE metaname="Creature" />
   <SUB_TYPE metaname="Angel" />
   <EXPANSION value="X99" />
   <RARITY metaname="C" />
   <POWER value="1" />
   <TOUGHNESS value="1" />
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[Legion: Vigilance]]></LOCALISED_TEXT>
      <FILTER filter_id="0">
         local filter = ClearFilter()
         filter:Add(FE_CONTROLLER, OP_IS, EffectController())
         filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
         filter:Add(FE_LUA_CONDITION, 1, EffectController(), EffectDC())
      </FILTER>
      <FILTER_CONDITION id="1">
         return X99_HasLegion(FilteredCard())
      </FILTER_CONDITION>
      <CONTINUOUS_ACTION layer="6" filter_id="0">
         if FilteredCard() ~= nil then
            FilteredCard():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_VIGILANCE, 1)
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <STATIC_ABILITY>
      <LOCALISED_TEXT LanguageCode="en-US"><![CDATA[As long as the last Legion upkeep cost you paid was {W}{U}{B}{R}{G}, Herald of the Above's power and toughness are 3/3 and it has "Legion: Lifelink".]]></LOCALISED_TEXT>
      <FILTER filter_id="0">
         local filter = ClearFilter()
         filter:Add(FE_CONTROLLER, OP_IS, EffectController())
         filter:Add(FE_TYPE, OP_IS, CARD_TYPE_CREATURE)
         filter:Add(FE_LUA_CONDITION, 1, EffectController(), EffectDC())
      </FILTER>
      <FILTER_CONDITION id="1">
         return X99_HasLegion(FilteredCard())
      </FILTER_CONDITION>
      <CONTINUOUS_ACTION layer="6" filter_id="0">
         if FilteredCard() ~= nil and EffectController():PlayerDataChest():Get_Int(X99_LEGION_COST_PAID) == 5 then
            FilteredCard():GetCurrentCharacteristics():Bool_Set(CHARACTERISTIC_LIFELINK, 1)
         end
      </CONTINUOUS_ACTION>
      <CONTINUOUS_ACTION layer="7B">
         local Card = EffectSource()
         if Card ~= nil and EffectController():PlayerDataChest():Get_Int(X99_LEGION_COST_PAID) == 5 then
            local Characteristics = Card:GetCurrentCharacteristics()
            Characteristics:Power_Set(3)
            Characteristics:Toughness_Set(3)
         end
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <STATIC_ABILITY active_zone="ZONE_ANY">
      <CONTINUOUS_ACTION layer="6">
         RSN_Characteristics_Set(EffectSource(), X99_CHARACTERISTIC_LEGION, 1)
      </CONTINUOUS_ACTION>
   </STATIC_ABILITY>
   <TRIGGERED_ABILITY replacement_effect="1" active_zone="ZONE_ANY">
      <TRIGGER value="BEGINNING_OF_STEP">
         return MTG():GetStep() == STEP_UPKEEP and MTG():GetTurnNumber() == 0
      </TRIGGER>
      <RESOLUTION_TIME_ACTION>
         RSN_Characteristics_CreateManagers("_MANAGER_LEGION")
      </RESOLUTION_TIME_ACTION>
   </TRIGGERED_ABILITY>
   <TOKEN_REGISTRATION reservation="1" type="_MANAGER_CHARACTERISTICS" />
   <TOKEN_REGISTRATION reservation="1" type="_MANAGER_LEGION" />
   <HELP title="X99_MORE_INFO_TITLE_LEGION" body="X99_MORE_INFO_BODY_LEGION" zone="ZONE_ANY" />
   <HELP title="MORE_INFO_BADGE_TITLE_4" body="MORE_INFO_BADGE_BODY_4" zone="ZONE_ANY" />
   <HELP title="MORE_INFO_BADGE_TITLE_13" body="MORE_INFO_BADGE_BODY_13" zone="ZONE_ANY" />
   <AUTHOR><![CDATA[Xander9009]]></AUTHOR>
   <EDITORS><![CDATA[Xander9009]]></EDITORS>
   <DATE><![CDATA[27-11-15]]></DATE>
</CARD_V2>